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On ubercharge: Unvulnerable for 3 more seconds than average medi-gun.
25% Vulnerability to everything.
The Uber should have s special sheild that protects bullets from the front of the medic and its targets. It wont stop bullets compleatly, but all bullets will have reduced damage. mind that it wont do anything to explosives, fire , backstabbs and mele's.
I see this gun as a cure to pocket medics, so the fact that it takes ubers to heal more targets means that its harder to cure pocket medics. So if this gun upgraded based off of assists it would be nice, maybe instead of just 3 targets the gun can reach up to 5 but each ones heal rate is decresed by 50%. This would make a team healers but only one target will see a benifit while others may be safe from dyeing of pesky fire.
Also with the incresed ammont of people you are healing the more assists you get so the ammount of assits to next upgrade would be level * 3.
I dont belive this medigun would be broken, the range of it if its anything like others would make people getting heals in small area, witch is great! for sticky bombs, rockets, crockets, sentries.... pyros... So everything the sheild dosnt protect agenst!
Pros:
3 people healing
+33% move speed
both:
patient go the same move speed as medic
Cons:
-50% overheal
-50% Übercharge rate
Right-Click: Heal 3 Diferrent Teammates (Splitting the heal rate and over heal on the 3 of them,in case of only 2 Teammates at reach,third beam heals the wearer)
Ubercharge:50% Range , all 3 , 2 or single target have invulnebarity(3 Teammates: Time split in 3, 2 Teammates: Time split in 2, Single Teammate,same time as Medigun and invulnebirity for medic to.)
MUCH faster heal+Overheal rate.
Slightly faster Ubercharge rate.
Mild increase in overheal amount.
Cons-
Slower weapons swap.
Slow deploy time (Takes time to charge and use the three barrels)
Sacrifices UberCharge for a powerful field of heling, capable of healing up to 12 players within range.
Does not heal at full rate at first. (Again, wait for all three barrels to charge and deploy.)
- overheal amount +50%
- overheal doesn't decay
Cons -
- no uber charge
This was one of Valve's ideas for a medigun (I think). It would help to not have pocket medics with this gun, because the overheal stays, and no ubers, so you could have (I think) a 600 health heavy weapons and a 350 health soldier, providing you don't pocket just one person.
Oh yeah, and call it the "Over Healer".
-Heals 3 Players at once
-Healing just 1 player at a time doubles heal rate
Con/Pro:On Ubercharge:Grants 50% chance of invulnerability from damage(What this means is if you were struck by a Rocket,or a Sentry,there is a 50% chance you wouldn't take damage from it)
Con:
-3 health regenerated per second on wearer(No health can be regenerated,so you would have to rely on another medic,or just be close to a Health kit if youre burning to death,being attack by a scout,soldier, etc)
-If you're healing 3 patients at once,Ubercharge,and the Healing rates are halved
gives 3 new abillity's that you swith betwen by clicking ALT+Mouse button
number 1
heal like normal medic gun
number 2
gives ammo insted of healing
number 3
can actully hurt enemy's dealing 5 damage per sec as long as you heal/damage the enemy
cons
heal -30%
only regen 2 insted of usally 3 health per sec
_______________________________________________________________________________
pros
triple as much heal
while overhealing turning the medic gun into a minigun (with damage just like the minigun the heavy uses) and gives +20% damge to ally
cons
while overhealing dosent give godmode
if set on fire by a pyro or anything that deals fire damage remove the passive healing thing
_______________________________________________________________________________
pros
can heal all on your team if they are in for 10 feet besides you
cons
-20% heal
_____________________________________________________________________________
pros
healing an ally grants the ally to deal 1.000.000 damage
can overheal an ally to 5000 health
cons
cant heal a BUS
Healing 1 person 200% Overheal
Healing 2 people 100% Overheal each
Healing 3 people 50% Overheal each
Healing 4 people 25% Overheal each
No uber or Uber adds 25% more overheal to each person for the duration of the uber lasting 3 seconds for each person you are healing
Btw healing a heavy with Ubercharge would end up with 750 Health :O
Here are my suggestions:-
#1).
+25% longer UberCharge duration
- 25% slower charge build rate
#2).
+2x longer overheal decay time
+15% damage reduction while overhealed
- Cannot build uber while patient is at max overheal
Does the second one seem unbalanced?
PROFESSIONALS-
100% faster movement speed while ubercharged
25% max overheal
Reload Key: releases a deadly bolt of energy costing 30% uber, instantly dealing 120 damage
CONCERNS-
25% slower movement speed on wearer
50%+ damage taken from sentries
50%+ damage taken from explosives
Just an idea, no need to hate. These stats seem more like an onslaught weapon.
+30% Overheal build rate
+ -25% Overheal decay rate
-50% Ubercharge rate